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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/deferred/debug.frag
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/deferred/debug.frag')
-rw-r--r--tests/glsl/sascha-willems/deferred/debug.frag27
1 files changed, 27 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/deferred/debug.frag b/tests/glsl/sascha-willems/deferred/debug.frag
new file mode 100644
index 000000000..6b77990b5
--- /dev/null
+++ b/tests/glsl/sascha-willems/deferred/debug.frag
@@ -0,0 +1,27 @@
+#version 450
+//TEST:COMPARE_GLSL:
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (binding = 1) uniform sampler2D samplerPosition;
+layout (binding = 2) uniform sampler2D samplerNormal;
+layout (binding = 3) uniform sampler2D samplerAlbedo;
+
+layout (location = 0) in vec3 inUV;
+
+layout (location = 0) out vec4 outFragColor;
+
+void main()
+{
+ vec3 components[3];
+ components[0] = texture(samplerPosition, inUV.st).rgb;
+ components[1] = texture(samplerNormal, inUV.st).rgb;
+ components[2] = texture(samplerAlbedo, inUV.st).rgb;
+ // Uncomment to display specular component
+ //components[2] = vec3(texture(samplerAlbedo, inUV.st).a);
+
+ // Select component depending on z coordinate of quad
+ highp int index = int(inUV.z);
+ outFragColor.rgb = components[index];
+} \ No newline at end of file